Workin on a custom minecraft server for Brohoster. It's as multithreaded as I can get it, with players having their own logic and networking threads, the server having it's own various threads, most operations being asynchronous, etc. This'll benefit us greatly because all of our servers have 16 cores.

3D (physically and logically, 2D graphically) isometric game engine, with basic physics, networking, realtime editor, and ability to easily handle maps with a hundred thousand tiles or more. Made in Lua with Love.

Hmm... since this is WAYWO, and I'm talking about my raytracer, I might as well post an image too:
This is brute-force forward path tracing using 50000 samples per pixel. I have a half-finished implementation of bidirectional path tracing (which is much more efficient) but I haven't done any significant work on this program in a few years.

Though I probably should focus on figuring out how to write an installer in C# instead of making a pretty form

ZenX2 posted:

Reinventing the wheel: a2h
Best indie game: Robert64
Best polygon to eyegasm ratio: HiredK
Most optimistic: bobthe2lol
Most games featuring zombies: xAustechx
Most posts actually filled with content: layla
Most useful script: Turb for Geeleter
Most shitposts: Geel9
Most programming livestreams: Chandler
Most squares molested: ZenX2
Best avatar: Chris220
Best poll: CarlBooth for "What will Turb's alt be called this time?"
Best Minecraft server: thomasfn

Still learning C++, just got started recently. Working on a Text-Based RPG, and currently writing a side program to teach myself how to make most things functions, along with some random combat. Once I get my side program running, I'll import it to my actual text RPG and splice it onto the existing code to make all my shit run better and work nicer. I'm trying to create a 3D array which holds all the data about "Grid" spaces, and then write a function to lets the player choose which direction to go, ala Zork. Yay for beginning C++